Releases: doitsujin/dxvk
Version 0.72
Improvements
Added the following configuration options:
d3d11.maxTessFactor
to limit the maximum tessellation factord3d11.samplerAnisotropy
to enforce or disable anisotropic filteringdxgi.numBackBuffers
to override the number of swap chain back buffersdxgi.syncInterval
to enforce or disable Vsync
Refer to the Wiki for details.
Additionally, the number of swap chain back buffers requested by the game is now honored by default, i.e. games that request a triple-buffered swap chain without VSync will now use a triple-buffered Vulkans swap chain.
Bug fixes
- Fixed incorrect behaviour of newly created queries (#620)
- Assassin's Creed Syndicate: Fixed invalid Vulkan image views for mipmapped 3D textures
- Assassin's Creed Syndicate / Origins: Fixed corrupted geometry issue (#278)
- Batman Arkham Knight: Work around detective mode crash on Nvidia (#627)
- Dragon Quest XI: Work around Unreal Engine 4 bug causing low performance on Nvidia (#622)
- Shadow of the Tomb Raider: Fixed tessellation issue (same as #368)
Version 0.71
Improvements
- Added
dxgi.maxDeviceMemory
anddxgi.maxSharedMemory
options to limit the amount of graphics memory reported to the application. This may help fix texture streaming-related issues in 64-bit games that do not support 4096MB or more VRAM (#591) - Added
DXVK_FILTER_DEVICE_NAME
environment variable, which forces DXVK to use a specific Vulkan device. The device name must match exactly and can be retrieved from the log files, or from tools such asvulkaninfo
. - Minor overall reduction in CPU overhead
Bug fixes
- Minor D3D10 fixes
- Fixed incorrect rasterization sample count reported to shaders
- Fixed lighting issue in the TressFX 4.0 demo (#598)
- Fixed pipeline statistics queries around compute shader invocations
- Fixed possible VSync-related issues if the
IMMEDIATE
present mode is not available - Fixed rare crash or device memory corruption when writing to mapped resources
- Fixed rendering to
DXGI_FORMAT_A8_UNORM
images - Crysis 1: Fixed incorrect SPIR-V shader
- World of Tanks: Fixed missing caterpillar traces (#410)
Further notes
- Removed a RADV-specific workaround (b51361e) that was necessary for older revisions of Mesa 18.2-git. When using git versions of Mesa, please make sure to update your build.
Version 0.70
Features
- Added support for the Direct3D 10 API. Please refer to #551 for details.
- Implemented D3D11.1
ClearView
method - Implemented D3D11.1 extended double instructions
Setup changes (#569)
Instead of having to set up 32-bit and 64-bit DLLs separately, the release binaries now come with a custom winetricks verb which sets up both sets of DLLs for 64-bit wine prefixes, and only the 32-bit ones for 32-bit prefixes.
In order to install DXVK 0.70 and later into a given wine prefix, run:
export WINEPREFIX=/path/to/.wine-prefix
winetricks --force setup_dxvk.verb
Note that the DLL files are now copied into the wine prefix, whereas the old setup script created symbolic links. When using an older version of DXVK, it may be necessary to uninstall it first using setup_dxvk.sh reset
.
Version 0.65
Per-game Configuration
Instead of relying on environment variables, per-game configuration files can now be used to enable certain quirks that some games may require in order to run or perform better. Refer to the wiki page for details.
The following environment variables are no longer supported:
DXVK_FEATURE_LEVEL
DXVK_CUSTOM_DEVICE_ID
DXVK_CUSTOM_VENDOR_ID
DXVK_FAKE_DX10_SUPPORT
Bug fixes and Improvements
- Fixed violation of the Vulkan specification when using indirect draws with non-zero
firstInstance
- Fixed incorrect COM reference counting behaviour for resource views (#302)
- Improved validation to prevent games from creating invalid resource views
- Dragon Age Inquisition: Fixed deadlock when starting the game in fullscreen mode (#293)
- Monster Hunter World: Fixed invalid shader causing crashes on RADV
- Yakuza 0: Work around various crashes caused by the game's broken reference counting behaviour (#533)
Version 0.64
Bug fixes and improvements
- Added support for D3D11.1 resource discard functionality
- Fixed possible violation of the
minStorageBufferAlignment
device limit - Updated MSAA sample locations to match the Vulkan 1.1.82 spec update
- Removed redundant barrier preventing parallel execution of compute shaders in some games
- Dragonball Xenoverse 2: Fixed shader compilation issue on RADV (#523)
- Final Fantasy XV: Added workaround for broken compute shader barriers on RADV
- Hellblade: Fixed overly aggressive flushing behaviour when waiting for mapped resources
- Hitman (2016), World of Warships: Fixed incorrect clamp-to-border behaviour (#517)
Version 0.63
Compatibility
- This release supports Nvidia 396.45.
Bug fixes and improvements
- Fixed synchronization issue in Hard Reset Redux (#503), Okami HD (#283) and other games
- Fixed Vulkan validation errors when creating SRGB image views (#504)
- Minor reduction of CPU overhead
Note
- Regressions introduced in the original v0.63 release should be fixed.
Version 0.62
Version 0.61
Improvements
- Small overall performance improvements on AMD GPUs
- Significant performance improvements on some Nvidia GPUs in various games (#448)
- Better GPU utilization in some games (including Hellblade)
- Reduced performance impact of the HUD
Bug fixes
Version 0.60
Improvements
- Initial support for 64-bit floating point instructions (#216)
- Improved context flush behaviour for games which use queries incorrectly (#348)
- Frostpunk: Fixed severe performance degradation caused by inefficient query usage by the game
- Optimized use of Vulkan pipeline barriers, leading to higher GPU throughput in some games
- Optimized use of Vulkan descriptor sets, significantly reducing CPU overhead in some games
Bug fixes
- Final Fantasy XV: Fixed flickering geometry issue
- Fixed synchronization issues with UAV rendering
- Fixed rare issue causing DXVK to use incorrect image layouts for render targets
- Timestamp queries now return the correct GPU timer frequency
Compatibility
- Wine 3.10 is now required.
- Support for
VK_EXT_vertex_attribute_divisor
is now required. - Removed shader compiler workarounds for Nvidia 390.xx drivers
New recommended driver versions:
- AMD: Mesa 18.1.2
- Nvidia: 396.24.02
Update June 26th: Uploaded build without unity flags.
Version 0.54
Improvements
- Improved performance on AMD cards by making use of host-visible device-local memory
- Improved GPU utilization and rendering latency in situations with a low number of draw calls
- Added support for Vsync with half refresh rate and lower
Bug fixes
- Fixed regression introduced in v0.53 leading to invalid SPIR-V shaders in The Witcher 3
- Fixed shader compilation failure in Pillars of Eternity II (#408) and Lost Sphear (#406)
- Fixed crash in Sleeping Dogs: Definitive Edition (#407)
- Fixed possible visual issues in Elex caused by non-functional depth-to-color image copies
- Fixed Vulkan validation errors for typeless multisample resolve operations
- Fixed Gamma issue with Unreal Engine 4 games on the RADV driver
- Removed redundant Vulkan API calls