Dxvk Versions Save

Vulkan-based implementation of D3D9, D3D10 and D3D11 for Linux / Wine

v2.3.1

1 month ago

Features

If supported by the driver, DXVK will now use the VK_NV_raw_access_chains extensions to allow more efficient shader code generation on specifically on Nvidia GPUs. This is intended to close the gap to Windows performance drivers specifically in D3D11 games in GPU-bound scenarios, but not all games will see an improvement.

Note: This extension is currently only supported on Vulkan beta drivers, version 550.40.55 or later, and currently requires Proton Experimental.

Bug fixes and Improvements

  • Fixed invalid SPIR-V being generated for Renderdoc internal D3D11 shaders.
  • Fixed undefined behaviour with out-of-bounds constant buffer loads with dynamic indices.
  • Fixed HDR not being enabled for DXGI_FORMAT_R16G16B16A16_FLOAT swap chains.
  • Reworked the dxgi.syncInterval option to also apply to D3D12 games.
  • Reverted the use of VK_FORMAT_A8_UNORM due to rendering issues in some games.
  • D3D9 games will now set the VkApplicationInfo::applicationVersion field to 1.
  • Reworked how dynamic system memory buffers are copied to the GPU in D3D9 games. (PR #3765) This improves performance in games such as Shank 2 (#3755), Flammable Freddy (#2375) and Blood Rayne (#1828).
  • Only enable alpha to coverage when rendering to a multisampled render target in D3D9. (#3815) This fixes broken lighting in Flatout 3 (#3798) and incorrect dithering in Injustice: Gods Among Us. (#3617)
  • Ace Combat Assault Horizon: Fixed GPU hang on RADV. (#3715, PR #3716)
  • Assassin's Creed 2: Fixed crash on alt tab. (#3653, PR #3763)
  • Battlefield 2, Battlefield 2142: Fixed disappearing spawn and gear selection UI on alt tab. (#3651, PR #3797)
  • Battlestations Midway: Improved performance. (PR #3683)
  • Codename Panzers Phase One/Two: Improved performance. (PR #3812)
  • Dead Space (2008): Fixed diagonally sliced menu on RADV. (Mesa Issue 9126, PR #3764)
  • Granblue Fantasy Relink: Work around a game bug that would cause broken rendering with AMDAGS enabled. Also enabled the dxvk.ignoreGraphicsBarriers option to increase performance in case neither NVAPI nor AGS are loaded.
  • Gujian 2: Fix invisible geometry. (#3838, PR #3839)
  • Kenshi: Improved performance (PR #3776)
  • MySims: Fix mouse selection being off. (#3825, PR #3840)
  • Operation Flashpoint: Red River: Fix missing main menu UI elements. (#2184, PR #3852)
  • SkyDrift: Work around OOM crash on alt tab. (#3639, PR #3689)
  • Sonic CD: Limit to 60 FPS because game speed is tied to the frame rate. (PR #3771)
  • Supreme Ruler Ultimate: Work around game bug causing a freeze on alt tab (#3784, PR #3816)
  • Tales from the Borderlands: Fixed crash. (PR #3664)
  • The Settlers: Fixed crash. (PR #3734)
  • Total War: Medieval 2: Fix black loading screen in windowed mode. (#3724, PR #3843)
  • UK Train Simulator 1: Fix black foliage. (#3780, PR #3782)
  • War Thunder: Fix particle effects not rendering properly.

Note: Updated binaries due to buggy version number display. sha256: 3d8e73e574bc0666aa965ddb37c7e4126f831d2d82c4068740fe1463075b4c76

v2.3

8 months ago

Presentation improvements

If VK_KHR_present_wait is supported, and if vertical synchronization is enabled, frame latency events will now be signaled when an image is actually being presented, rather than when rendering work prior to the present request has completed on the GPU. This may reduce input latency in some games, also affects the dxgi.maxFrameLatency and d3d9.maxFrameLatency options.

This functionality is also used to more accurately report the number of frames actually presented via DXGI frame statistics.

Note: On some platforms and compositors, Vulkan present events may not correspond to the image actually being presented on screen, in which case frame latency is going to remain higher than expected.

Additionally, if VK_EXT_swapchain_maintenance1 is supported, enabling and disabling vertical synchronization may no longe require recreating the Vulkan swap chain, which works around severe performance issues in games which change their present interval on a per-frame basis.

Note: On Linux, this is currently only supported when running Gamescope with ENABLE_GAMESCOPE_WSI=1 set.

Configuration changes

The dxgi.nvapiHack config option was deprecated, and a new option dxgi.hideNvidiaGpu with a slight change in behaviour was added instead, alongside similar options for AMD and Intel GPUs. This allows implementing more targeted application workarounds for issues with e.g. XESS libraries in the future if necessary. Refer to the example configuration for more details.

Note: The old dxgi.nvapiHack option still works if dxgi.hideNvidiaGpu is not set, but will be removed in a future release.

Additionally, the dxgi.tearFree and d3d9.tearFree options were consolidated into a new dxvk.tearFree option, due to changes in the presentation logic. The old options were removed.

Bug fixes and Improvements

  • Configuration options can now be specified via an environment variable, DXVK_CONFIG. See the README for details (PR #3581).
  • If VK_EXT_depth_bias_control is supported, depth bias scaling will now be correct in most situations. This fixes shadow rendering artifacts in various D3D9 games and is especially important on GPUs that do not support 24-bit depth formats. This affects games such as F.E.A.R. (#1461), Far Cry 2 (#2941) and Assassin's Creed Brotherhood (#2642).
  • If VK_EXT_line_rasterization and its relevant features are supported, smooth or rectangular lines will now be used if requested by the application. This functionality is generally not used by games, but may be useful for applications such as level editors.
  • If VK_KHR_maintenance5 is supported, DXGI_FORMAT_A8_UNORM images will now use the corresponding Vulkan format.
  • D3D9 command submission now works the same way as it does for D3D11, which will lead to more submissions but generally reduces resource readback latency. This may improve performance in games that frequently synchronize with the GPU.
  • Fixed a minor issue with D3D9 feedback loop tracking.
  • Fixed a minor issue with D3D11 stream output (#3634).
  • Fixed a bug and performance issues with the implementation of D3D11 tiled resources.
  • Fixed various issues with reporting HDR metadata.
  • Fixed a crash when compiling D3D9 shaders generated by the vkd3d HLSL compiler. (PR #3616)
  • Implemented keyed mutex synchronization on top of newly added winevulkan functionality (PR #3601, PR #3635). Note: This will only work with recent Proton builds.
  • Added stubs for various D3D9On12 interop interfaces. This is needed for Train Simulator Classic (#3445).
  • Added an interface to allow external libraries, such as NVAPI, to enable HDR in various D3D11 games as well as Elden Ring (PR #3625). Note: This will only work in combination with https://github.com/jp7677/dxvk-nvapi/commit/c3a1c48eebdef1d0f9f030ebd57e2c40625dc542 or newer. This will not work on Windows.
  • A Total War Saga: TROY: Fixed trees not rendering when MSAA is enabled.
  • Far Cry 2: Fixed crash when using D3D10.
  • Halo Online: Fixed water rendering. (#3594, PR: #3627)
  • Lara Croft and the Temple of Osiris: Fixed deadlock when using Exclusive Fullscreen (#3458).
  • RaceRoom Racing Experience: Fixed a crash when starting a race. (#3386, PR: #3389)
  • Spider Man: Shattered Dimensions: Fixed a regression that caused blocky shadows. (#3593, PR: #3624)
  • Test Drive Unlimited 2: Fixed shadows on grass. (#3469, PR: #3471)
  • The Sims 2: Fixed a regression in DXVK 2.2 that affected terrain rendering. (#3474, PR: #3476)
  • Titanfall: Fixed a crash caused by a miscompiled shader.
  • Tomb Raider Anniversary: Improved performance. (#3438, PR: #3439)

v2.2

1 year ago

D3D11On12 support

In order to enable D3D12 support in recent Unity Engine titles such as Lego Builder's Journey, this release introduces support for creating D3D11 devices from a D3D12 device using D3D11On12CreateDevice, as well as the basic ID3D11On12Device interface. This is achieved by importing the Vulkan device and resource handles from vkd3d-proton into DXVK, and otherwise uses DXVK's existing D3D11 implementation.

A vkd3d-proton build as of https://github.com/HansKristian-Work/vkd3d-proton/commit/26c4fed09b14530a4cf1bbcca79a102a8908158a or later is required for this to work.

D3D9 Partial Presentation

DXVK now supports presenting to parts of a window by copying the contents of the backbuffer to system memory and then drawing them into the window on the CPU. This improves compatibility with game launchers, particularly those based on Microsoft's WPF toolkit, and some visual novels. It will however come with a noticable performance hit.

Additionally, overall behaviour of D3D9 swap chains was improved and the d3d9.noExplicitFrontBuffer option was removed.

Logging changes

When running on Proton or plain Wine, DXVK will no longer create log files by default and instead only write log messages to the console using wine-specific functionality, in order to avoid creating unnecessary extra files. This matches vkd3d-proton behaviour. Note that log file creation can be re-enabled by setting the environment variable DXVK_LOG_PATH to a valid path.

When filing bug reports, users are encouraged to upload the full Proton log.

Bug fixes and Improvements

  • Warnings about unknown interfaces being queried via QueryInterface will only be logged once in order to avoid growing log files indefinitely in some games. (#3231)
  • Fixed a regression when rendering YUY2 or UYUY texture formats. This fixes in-game videos in Jade Empire (#3182) and Sid Meier's Pirates (#3189) (PR #3342)
  • Fixed an issue wherein threads were not properly destroyed.
  • Fixed Vulkan validation errors caused by incorrect layout tracking when enabling feedback loops for a texture.
  • Fixed Vulkan validation errors caused by 0x0 sized clears in D3D9.
  • D3D9 StateBlocks now only allocate memory for the parts that are actually used. This fixes Total War: Shogun 2 running out of address space when using the D3D9 renderer. (#2703, PR #3248)
  • Improved usage of some VK_EXT_extended_dynamic_state3 features to avoid hitting slow paths on some drivers.
  • Improved enumeration of DXGI outputs on systems with multiple GPUs. This fixes performance issues with recent RE Engine games (D3D12) on such systems.
  • Significantly reduced memory usage in situations where games create unused D3D11 devices.
  • Battle Fantasia Revised Edition: Locked frame rate to 60 FPS to work around game bugs at higher frame rates. (PR #3256)
  • Cold Fear: Fixed missing geometry (#3293, PR #3390)
  • Dawn of Magic 2: Fixed a crash upon start (#3271, PR #3272)
  • DC Universe Online: Fixed a hang after alt-tabbing out and back in. (#3314, PR #3316)
  • Far Cry 2: Work around rendering issues on Intel hardware, as well as low performance on all GPUs. (PR #3241)
  • Halo: The Master Chief Collection: Fixed memory leak due to invalid query usage by the game (PR #3273)
  • Warhammer 40k: Space Marine: Fixed shadow rendering (#3298, PR #3305)

v2.1

1 year ago

HDR support

On systems supporting HDR10 color spaces, HDR can now be enabled by setting the environment variable DXVK_HDR=1, or by setting the option dxgi.enableHDR = True in the configuration file. When using vkd3d-proton 2.8 or newer, this will allow D3D12 games to detect and use the HDR10 color space if they support it.

No major Linux desktop environment currently supports HDR. In order to use this on Linux, a Gamescope session with --hdr-enabled is required. This is currently only supported under AMDGPU and requires kernel patches from the josh-hdr-colorimetry branch.

Note: D3D11 support is implemented, but not expected to work in most games as they typically require AMDAGS or NVAPI to set up HDR output, rather than using the corresponding DXGI APIs. Additionally, only Nvidia drivers are expected to work on Windows.

Shader compilation improvements

Use of pipeline libraries was extended to pipelines with tessellation or geometry shaders in order to further reduce stutter. Additionally, more features of the VK_EXT_extended_dynamic_state3 extension are leveraged to reduce stutter in some situations when MSAA is used, provided that the Vulkan driver supports them.

Note: Current development builds of RADV will expose VK_EXT_graphics_pipeline_library with the features that DXVK needs if the RADV_PERFTEST=gpl environment variable is set. Note that the implementation is not yet complete and does not support shader caching at this time, but it should generally work with DXVK.

Sample rate shading

For older games that support MSAA, the d3d9.forceSampleRateShading and d3d11.forceSampleRateShading options were added to let users enable sample rate shading for all shaders. This will have a very high impact on GPU-bound performance, but may increase overall image quality in certain games that suffer from specular aliasing or shimmering alpha-tested geometry.

Note: Games that resolve the rendered images inadequately (e.g. performing a linear resolve on HDR render targets) will likely not benefit from this option.

GLFW backend

For native Linux builds of DXVK, a GLFW backend was added as a compile-time alternative to the existing SDL2 backend. See PR #3111 for details.

Bug fixes and Improvements

  • Improved D3D11 command submission logic in order to make overall performance more consistent, and to bring DXVK's behaviour more in line with native D3D11 drivers.
  • Fixed D3D11 reference counting issues around 2D textures. (#3169)
  • Fixed Vulkan validation errors when creating DXGI_FORMAT_A8_UNORM UAVs. Note that UAVs of this format may not work as expected.
  • Fixed Vulkan validation errors that would occur when allocating dedicated image memory on Nvidia GPUs in some situations.
  • Fixed Vulkan validation errors caused by broken timeline semaphores on 32-bit Proton.
  • Worked around an issue with the Uplay overlay being stuck on screen. (#3146) Note that this fix does not apply to Windows as it was achieved by loading winevulkan.dll directly instead of the actual Vulkan loader. Note that this change will break Red Dead Redemption 2 with dxvk-nvapi prior to this commit: https://github.com/jp7677/dxvk-nvapi/commit/ac00a42fb6355d6e940b520341b670097c586438
  • Worked around a bug in AMD's Windows driver as well as AMDVLK that would cause numerous games to crash since DXVK 2.0. (#3172)
  • Fewer threads will be used to perform background optimization of graphics pipeines. This may result in a smoother gameplay experience on some systems. Note that this change does not affect initial shader compiling, as finishing that quickly is crucial to avoid stutter.
  • The state cache file will now only be created when the first pipeline is written to it, in order to avoid empty cache files. This change mostly affects D3D9 games on systems with EXT_graphics_pipeline_library support.
  • Ashes of the Singularity: Fixed performance regression caused by suboptimal descriptor set allocation.
  • Battlefield: Bad Company 2: Fixed flickering (#3078, PR #3079)
  • Cardfight!! Vanguard: Fixed rendering (PR #3068).
  • Gujian 3: Fixed rendering issues on some GPUs. (#1784)
  • Resident Evil 4 HD: Fixed invalid Vulkan usage causing a GPU hang on RADV. (PR #3089)
  • Saints Row: The Third: Fixed a severe performance issue with rain when using the D3D9 renderer. (#2473, PR #3158)
  • Sekiro: Shadows Die Twice: Fixed stuttering issues on Nvidia GPUs. (#3179)
  • Sonic Frontiers: Worked around a game bug that would cause shadows to flicker when GPU-bound.
  • Supreme Commander: Forged Alliance: Fixed a crash after loading (#3058, PR #3060)

Note: The setup script setup_dxvk.sh was no longer deemed useful and got removed. This change will only affect users who manually install DXVK into a wine prefix, rather than using it through Proton or Lutris.

Note: Due to changes to our DXGI implementation, older versions of vkd3d-proton (prior to 2.8) will no longer work with this version of DXVK.

v2.0

1 year ago

Driver compatibility

A Vulkan 1.3 capable driver and wine version are required to run this version of DXVK. See the driver support page for details.

Many features in this release, especially the shader compilation changes detailed below, require the use of modern Vulkan features, such as Dynamic Rendering, Extended Dynamic State, and Null Descriptors. Due to the significant changes required to make use of them, it was no longer practical to maintain and test code paths for older drivers which do not support these features.

In practice, any system capable of running D3D11 and D3D12 games using Proton Experimental right now will be able to run DXVK 2.0.

Note: Third-party Vulkan layers that were not updated for Vulkan 1.3 will no longer work.

D3D9 changes

Memory management improvements

In order to reduce the likelihood of running out of address space in 32-bit D3D9 games, DXVK will now use memory-mapped files to store shadow copies of textures. This allows us to unmap memory that is not being used by the game, thus freeing up significant amounts of address space, up to several hundred Megabytes. See PR #2663 for implementation details.

Note: This change does not affect 64-bit games since address space is not a concern there. It also does not affect D3D10 or D3D11 since resource uploads work differently in those APIs and are much more memory efficient.

Render target feedback loops

On drivers which support VK_EXT_attachment_feedback_loop_layout, reading from an active render target in D3D9 games is now properly supported, which previously caused rendering artifacts on newer AMD hardware and required driver-level workarounds. This affects a number of games, including GTA IV.

Alpha test improvements

The D3D9 alpha test implementation was changed to more closely match the behaviour of Nvidia's implementation, which fixes inaccuracies in various games. The d3d9.alphaTestWiggleRoom option was removed, and games that previously required this option should now work correctly by default.

D3D10 changes

DXVK previously shipped incomplete implementations of d3d10.dll and d3d10_1.dll, but has not installed them by default since Version 1.6 since wine's implementation provides more features that are needed for D3D10 games to run, including the D3D10 Effects framework.

Since our implementation is incomplete and has not been used by Proton or Lutris for a very long time, DXVK will no longer ship these DLLs starting with this release. The D3D10 API itself is still supported via d3d10core.dll.

D3D11 changes

Feature support

DXVK now exposes D3D11 Feature Level 12_1 with the following newly added features:

  • Tiled Resources up to Tier 3, provided that the corresponding Vulkan sparse binding and sparse residency features are supported
  • Conservative Rasterization up to Tier 3, provided that the corresponding Vulkan conservative rasterization features are supported.
  • Rasterizer Ordered Views, provided that the corresponding Vulkan fragment shader interlock features are supported.

While no games are known to use these features directly in D3D11, some games and game launchers rely on feature support being consistent between D3D11 and D3D12 in order to allow users to enable D3D12 in the game options. While our implementation of these feature is generally functional, there may be bugs or performance issues in case a game does use them.

Furthermore, DXVK now supports the D3D11_FEATURE_SHADER_CACHE and D3D11_FEATURE_D3D11_OPTIONS5 feature queries.

Note: AMD Vulkan drivers do currently not support fragment shader interlock and are limited to feature level 12_0.

Note: Intel's ANV driver currently does not support the corresponding Vulkan features and is therefore limited to feature level 11_1. This applies to both DXVK and vkd3d-proton.

Device contexts

The implementations of ID3D11DeviceContext were refactored so that immediate contexts and deferred contexts no longer use common entry points. This is closer to Windows behaviour and may improve compatibility to third-party libraries and mods that hook into the D3D11 immediate context specifically, and reduces CPU overhead since some frequently used code paths are now more specialized for each context type.

State clear and restore methods were optimized to further reduce CPU overhead in games that heavily use deferred contexts, e.g. Assassin's Creed: Origins, or explicitly call ClearState frequently, e.g. God of War.

Shader compilation changes

On drivers which support VK_EXT_graphics_pipeline_library, including the IndependentInterpolationDecoration feature, Vulkan shaders will now be compiled at the time the game loads its D3D shaders, rather than at draw time. This reduces or eliminates shader compile stutter in many games.

In games that load their shaders during loading screens or in the menu, this can lead to prolonged periods of very high CPU utilization, especially on weaker CPUs. For affected games it is recommended to wait for shader compilation to finish before starting the game to avoid stutter and low performance. Shader compiler activity can be monitored with DXVK_HUD=compiler.

Note: The relevant Vulkan features are currently only supported by Nvidia drivers (version 520.56.06 or later). Driver support is expected to improve in the future.

State cache interactions

This feature largely replaces the state cache. If the given Vulkan features are supported, only pipelines that cannot use the pipeline library feature (e.g. pipelines using tessellation shaders) will be written to and read from the state cache, so newly created state cache files will typically only contain a few dozen to a few hundred pipelines, as opposed to thousands or tens of thousands. If the graphics pipeline library feature is not supported, the state cache will be used the same way as it was in older DXVK versions.

Note: State cache files created with DXVK versions prior to 1.4.3 can no longer be used.

Note: Despite our efforts, due to the significant changes under the hood, there may be issues when using an older state cache file under some circumstances. If you experience crashes, please test if the game runs with a clean cache file (DXVK_STATE_CACHE=reset) before reporting a bug.

Caveats

  • Games which only load their D3D shaders at draw time (e.g. Witcher 3, most Unreal Engine games) will still exhibit some stutter, although it should still be less severe than without this feature.
  • For 32-bit games, the implementation tries to aggressively free Vulkan pipelines in order to save memory. This may cause stutter if the driver's on-disk shader cache is not working properly.
  • On Nvidia drivers, the on-disk shader cache will be significantly larger than with previous versions of DXVK. It may be necessary to bypass the size limit by setting the environment variable __GL_SHADER_DISK_CACHE_SKIP_CLEANUP=1, or setting a new limit manually via __GL_SHADER_DISK_CACHE_SIZE (in bytes).

Linux build support

Work from dxvk-native has been upstreamed in order to facilitate native Linux builds of DXVK, which can be used as a drop-in replacement to port D3D applications without having to change rendering code.

Note: When porting a D3D11 application, please refer to the Feature support and Developer Guidelines pages on the Wiki to avoid hitting unsupported or slow code paths in DXVK.

Repository changes

As part of cleaning up the repository, test applications that were of limited usefulness, as well as our custom d3dcompiler frontends, have been moved to the new dxvk-tests repository.

Vulkan and SPIR-V headers are now pulled in as submodules from the original repositories. This changes how the repository needs to be cloned and updated, or otherwise building DXVK will fail:

git clone --recursive https://github.com/doitsujin/dxvk.git

# Run the following command to make git pull
# automatically pull in submodule updates
cd dxvk
git config submodule.recurse true

The project wiki was also updated and expanded to be more useful.

Bug fixes and Improvements

  • Improved behaviour of DXGI waitable swap chains.
  • Improved implementation of DXGI frame statistics. Note: The implementation is still not accurate, especially in scenarios with multiple displays or if variable refresh rate is used.
  • Removed limitations on how many resources can be bound at the same time.
  • Removed several workarounds for specific Vulkan drivers or driver versions. This is primarily relevant for Steam's shader pre-caching, as the generated shader code no longer diverges as much depending on the driver version and supported feature set.
  • D3D11 shaders now use the Vulkan memory model in order to more accurately implement UAV coherency rules in compute shaders.
  • Fixed various issuses with the D3D11.3 WriteToSubresource and ReadFromSubresource methods.
  • Fixed various float emulation issues in D3D9 applications.
  • Fixed seamless cube map filtering in D3D9 applications (PR #2889).
  • Fixed issues when rendering to DXGI_FORMAT_A8_UNORM (D3D11) or D3DFMT_A8 (D3D9) render targets with blending enabled.
  • Fixed a bug with dual-source blending when multiple render targets are bound, which could lead to unpredictable results. This affects Elex 2 and potentially other games.
  • Fixed memory allocation logic on Intel integrated graphics.
  • Changed behaviour of the DXVK_STATE_CACHE environment variable, see the README for details.
  • Changed the DXVK_PERF_EVENTS environment variable to DXVK_DEBUG, see the README for details.
  • Alan Wake: Fixed a regression that caused grey rectangles to appear on screen on AMD GPUs. (#2834, PR: #2835)
  • Alice Madness Returns: Fixed an issue with flashing bright spots. (PR: #2939)
  • Anomaly: Warzone Earth: Fixed a deadlock when starting the game. (#1650, PR: #3035)
  • Beyond Good and Evil: Enabled 60 FPS limit to work around game bugs. (PR #2828)
  • Dragon Age Origins: Work around an out of memory issue when alt tabbing out of the game. (#3022, PR: #3023)
  • Empire: Total War: Fixed rendering. (#3017, PR #3018)
  • Final Fantasy XV: Improved performance when VXAO is enabled.
  • Grand Theft Auto IV: Disabled support for DF texture formats to make the game render mirrors in higher quality.
  • Heroes Of Annihilated Empires: Fixed crash. (#2879)
  • Limit King Of Fighters XIII: Enabled 60 FPS limit to work around game bugs. (#2647, PR #2831)
  • Metal Gear Solid V: Ground Zeroes: Work around texture streaming issues on GPUs with 4 GiB or more VRAM. (PR #2867)
  • SiN Episodes: Emergence: Work around an out-of-memory issue caused by the game creating an infinite number of textures. (PR #2907)
  • Sonic Generations: Improved performance by reducing GPU synchronization. (PR: #3009)
  • Spider Man: Shattered Dimensions: Fixed a lighting issue. (#2780, PR: #2782)
  • The Ship: Work around an out-of-memory issue caused by the game creating an infinite number of textures. (#2893, PR #2896)
  • Warhammer Online: Enabled 100 FPS limit on 64-bit executable to work around game bugs. (PR #2902)
  • Ys Seven: Fixed a regression that caused the game to only render a black screen. (PR: #2873)

Special thanks to @Blisto91 for doing a significant amount of testing during development.

v1.10.3

1 year ago

This is a minor maintenance release for an upcoming Proton release. New Vulkan extensions are not yet required.

Bug fixes and Improvements

  • Added support for shared fences (PR #2608). This is needed for videos in Halo Infinite to work, alongside corresponding wine and vkd3d-proton patches.
  • Fixed a regression introduced in 1.10.2 that would cause rendering issues in various D3D11 games, including Prey, Bioshock Infinite (#2757), and some others.
  • Need For Speed 3: Fixed Modern Patch not working (#1699).
  • Ninja Blade: Fixed alpha test issues (#2745).
  • Stray: Enabled d3d11.ignoreGraphicsBarriers option to work around some GPU-bound performance issues.
  • Ys Origin: Work around stutter with the game's built-in FPS limiter (#2750, PR #2754).

v1.10.2

1 year ago

Bug fixes and Improvements

  • Implemented non-seamless cube maps for D3D9 using the VK_EXT_non_seamless_cube_map extension if supported by the driver
  • FIxed an issue with current versions of the Nvidia Vulkan developer driver not using its on-disk shader cache with DXVK
  • Fixed an issue which would cause the state cache file to not be written properly
  • Fixed an issue where incorrect barriers would be emitted for UAV rendering (PR #2696)
  • Fixed an issue where the d3d11.samplerAnisotropy option would apply to the wrong kind of samplers
  • Fixed potential issues when using state caches that were created on a driver with a different feature set
  • Fixed broken stencil resolves in D3D9
  • Fixed build issues on GCC 12.1
  • Optimized UAV clears in D3D11 to allow drivers to use image compression more frequently
  • Optimized performance of in-memory compression for SPIR-V shader code
  • Beyond Good and Evil: Work around missing light shafts (#2680)
  • Day Z: Enabled d3d11.cachedDynamicResources option to work around performance issues (PR #2709)
  • Dead Space: Fixed shadow rendering and added 60 FPS lock to work around game bugs (#2704)
  • Dirt Rally: Fixed potential GPU hang due to game bugs in a shader
  • Godfather: Fixed crash on systems that don't support 16x MSAA (#2590)
  • Limbo: Enable 60 FPS limit to work around game bugs (PR #2566)
  • Majesty 2: Work around game bugs causing issues on integrated GPUs and systems with more than 2GB of VRAM (#1542, #PR 2612)
  • Myst V: Work around an issue when the word "Radeon" is not part of the device name on AMD GPUs (#2661)
  • Onechanbara Z2: Chaos: Fixed particle effects and UI elements not displaying properly (#2701)
  • Planetary Annihilation: TITANS: Fixed crash when creating swap chain on a NULL window (PR #2665), as well as a crash due to creating too many internal worker threads (#2670).
  • Plants vs. Zombies Garden Warfare 2: Work around crash when the game detects an AMD GPU (PR #2700)
  • Return of Reckoning: Work around launcher issues (#2568, PR #2579)
  • Scrapland Remastered: Work around black screen issues (#2398, PR #2574)
  • Small Radios Big Televisions: Work around black screen issue (PR #2646)
  • Sonic Adventure 2: Fixed missing particle effects (#2672, PR #2677)
  • SpellForce Platinum Edition: Fixed crash (#2710, PR #2711)
  • Supreme Commander: Fixed missing particle effects (#2638, PR #2682, PR #2684)
  • Star Wars: The Force Unleashed II: Fixed some particle effects not rencering correctly (PR #2584)
  • Star Wars: The Old Republic: Fixed rendering issues (#2676, PR #2681)

v1.10.1

2 years ago

Features

Implemented initial support for shared resources (PR #2516). This fixes video playback in a number of Koei Tecmo games (Atelier series, Nioh 2), as well as the D3D11-based UI in the Windows version of Black Mesa. The required wine patches are currently only available in Proton Experimental. This feature will not be supported on Windows systems.

This feature is still experimental and has not been thoroughly tested on all graphics drivers, so issues are to be expected. Currently, only basic 2D texture sharing between D3D9 and D3D11 is supported when using DXVK for both APIs. API features that are currently not supported include:

  • IDXGIKeyedMutex. Documentation is very poor and it's not clear how an implementation is supposed to behave.
  • Resource sharing with D3D12 applications under vkd3d-proton. This may be added in the future.
  • Resource sharing with Vulkan applications.

Note: The Black Mesa UI flickers heavily when the game is not GPU-bound. This also happens on Windows to some degree and is a game bug.

Bug fixes and Improvements

  • Added an environment variable DXVK_ENABLE_NVAPI to bypass the vendor ID override. Setting it to 1 behaves exactly the same as setting dxvk.nvapiHack = False in the config file, but may allow for better integration into Lutris or the Proton launch script. (#2544)
  • Improved shader code generation when local arrays are used. This may improve performance on Nvidia drivers in some D3D11 games.
  • Fixed shader code generation when switch-case fallthrough is used in Shader Model 4.0 (#2556). Current FXC versions no longer generate such code.
  • Potentially improved performance when rendering to DXGI_FORMAT_R11G11B10_FLOAT images that can also be used with unordered access views.
  • Fixed various D3D9 issues related to texture uploads (#2559, #2541, #2535).
  • Assassin's Creed 3, Black Flag: Enabled d3d11.cachedDynamicResources = a to work around severe performance issues.
  • Frostpunk: Enabled d3d11.cachedDynamicResources = c to work around low CPU-bound performance.
  • God of War: Fixed some issues that started with game patch 1.0.9:
    • Extremely inconsistent frame pacing when the game detects an AMD GPU, dxgi.maxFrameLatency = 1 is now set by default to work around this issue.
    • Heavy flickering of some lights. Apparently this was also fixed in the game in patch 1.0.11.
  • GTA: San Andreas: Fixed UI rendering issues (#2560)
  • Rayman Origins: Fixed rendering issues (#2545)

v1.10

2 years ago

Performance improvements

  • Reduced unnecessary worker thread synchronization around resource readbacks for both D3D11 and D3D9. This can significantly increase CPU-bound performance in games like Assassin's Creed: Origins and other titles built on the same engine, with smaller improvements seen in Elex II, God of War, GTA IV and others.
  • When using D3D11_MAP_WRITE on a staging resource that's currently being read by the GPU, DXVK will now attempt to create a copy of that resource in order to avoid GPU synchronization. This improves performance in Quantum Break and potentially other games. This behaviour can be tweaked using the d3d11.maxImplicitDiscardSize option.
  • Optimized UpdateSubresource for small constant buffer updates. This further improves performance in God of War and potentially other games.
  • Improved the way resource uploads and staging buffers are handled in D3D11. This may reduce memory usage and CPU overhead in some games.
  • Added more information to the HUD that can be useful for troubleshooting performance issues: GPU synchronizations per frame, worker thread synchronizations per frame, and pipeline barrier count.
  • GPU synchronization, when necessary, no longer uses busy-waiting, which may reduce power consumption on portable devices in some games.

Bug fixes and Improvements

  • Added a D3D11On12CreateDevice stub so applications using this don't immediately crash (PR #2485). Note that supporting D3D11on12 is currently not viable.
  • Version numbers for Intel's Windows driver should now be reported properly. Note that using DXVK on this driver is highly discouraged and will likely not work.
  • ArmA 2: Fixed texture-related issues (PR #2477).
  • Black Mesa: Fixed lighting issues.
  • Resident Evil 0, 5, 6, Resident Evil: Revelations 2: Improved performance (PR #2466).
  • Total War: Warhammer III: Significantly improved GPU-bound performance on setups with a dedicated GPU.

Per-game workarounds

Replaced the previous d3d11.apitraceMode option with d3d11.cachedDynamicResources, which provides a more granular way to specify resource types to allocate in cached system memory. Refer to the example dxvk.conf for details. This change was not made for the equivalent D3D9 option yet.

Normally, D3D11_USAGE_DYNAMIC resources are expected to be write-only from the CPU and read-only from the GPU, but despite this, some games perform CPU-side reads on the mapped memory, which can cause severe performance degradation since those reads would have to go over PCI-E, or at least uncached write-combined memory. This is especially problematic on systems with Resizeable BAR and can cause issues even on Windows D3D11 drivers.

Games that will use this option by default include Age of Empires 2: Definitive Edition (#2491), Anno 1800, Final Fantasy XIV, Nier Replicant, The Evil Within (PR #2522), and all games that previously had d3d11.apitraceMode enabled by default.

v1.9.4

2 years ago

This is a small maintenance release in preparation for upcoming Proton versions.

Bug fixes and Improvements

  • Fixed an issue that would cause VRAM to not be utilized on RBAR-enabled Nvidia GPUs if the dxvk.shrinkNvidiaHvvHeap option is enabled (#2438).
  • Enabled strict D3D9 float emulation by default on future versions of RADV. This may improve both accuracy and GPU-bound performance (PR #2448).
  • Improved memory allocation behaviour. This may reduce memory usage especially in games that create multiple processes or D3D devices.
  • Removed obsolete options to disable OpenVR support.
  • God of War: Enabled performance optimizations and DLSS support. Note that these changes are already included in Proton Experimental.