Revisions of dxvk
Tobias Klausmann (tobijk)
committed
(revision 74)
------------------------------------------------------------------- - Update to version 2.3.1: + 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)
Tobias Klausmann (tobijk)
committed
(revision 73)
------------------------------------------------------------------- - Update to version 2.3: + 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.
Tobias Klausmann (tobijk)
committed
(revision 72)
------------------------------------------------------------------- - Update to version 2.2: + 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 HansKristian-Work/vkd3d-proton@26c4fed 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
Tobias Klausmann (tobijk)
committed
(revision 71)
------------------------------------------------------------------- - Update to version 2.1: + 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
Tobias Klausmann (tobijk)
committed
(revision 70)
------------------------------------------------------------------- - Update to version 2.0: + Driver compatibility A Vulkan 1.3 capable driver and wine version are required to run this version of DXVK. 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
Tobias Klausmann (tobijk)
committed
(revision 69)
------------------------------------------------------------------- - Update tp version 1.10.3: 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).
Tobias Klausmann (tobijk)
committed
(revision 68)
------------------------------------------------------------------- - Update to version 1.10.2: + 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
Tobias Klausmann (tobijk)
committed
(revision 67)
------------------------------------------------------------------- - Update to version 1.10.1: + 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
Tobias Klausmann (tobijk)
committed
(revision 66)
------------------------------------------------------------------- - Update to version 1.10: + 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 #2278). 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.
Tobias Klausmann (tobijk)
committed
(revision 65)
------------------------------------------------------------------- - Update to version 1.9.4: + 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.
Tobias Klausmann (tobijk)
committed
(revision 64)
------------------------------------------------------------------- - Update to version 1.9.3: + Bug fixes and Improvements DLSS should now work in supported games in combination with dxvk-nvapi. Optimized D3D9 shader constants by relying on VK_EXT_robustness2 and removed the old app options for games using software vertex processing. (#2282) Added an option for more accurate emulation of D3D9 floating point behaviour and enabled that by default for a bunch of games. (#2294, #2359). This fixes issues in Red Orchestra 2, Dark Souls 2 (original version), Dog Fight 1942, Bayonetta, Rayman Origins, Guilty Gear Xrd and Richard Burns Rally. Fixed a DXGI issue which would sometimes cause games to fail to enter fullscreen mode on some displays that do not support low rates across all resolutions (#2395). Black Mesa: Fixed a regression with shadows. (#2317) Crysis 3 Remastered: Worked around poor performance. (#2339) Euro Truck Simulator: Fixed a shading issue resulting in black geometry (#2312) Injustice Gods Among Us: Fixed missing characters on the character selection screen. (#2332) Rocksmith 2014: Fixed white screen on startup. (#2383) Spliter Cell: Chaos Theory: Fixed brightness with the shader model 3 option. (#2340) Sim City 2013: Fixed rendering. The Guild 3: Fixed artifacts in overview map (#2380).
Tobias Klausmann (tobijk)
committed
(revision 63)
------------------------------------------------------------------- - Update to version 1.9.2: + Bug fixes and Improvements Reduced overall CPU overhead in D3D9. Fixed various failures in wine's D3D9 tests. Fixed various issues when the d3d9.evictManagedTexturesOnUnlock option is enabled. Fixed various issues when the d3d11.relaxedBarriers option is enabled. Call of Cthulhu: Fixed reflection rendering (#2248) Crysis 3, Homefront The Revolution: Worked around poor performance (#2256) (#2241) GODS: Fixed gamma curve (#2250) Total War Medieval 2: Fixed black lines on the world map (#2258) and settings text (#2247) The game still crashes when loading battles due to running out of address space. Fantasy Grounds: Fix incorrect rendering (#2251) Need For Speed Heat: Fixed ground textures rendering incorrectly (#1764). Paranormal Files: Fix black screen (#2192) Pathfinder: Wrath of the Rightous: Fixed GPU hang in loading screen. Note that the game itself has further issues loading certain parts of the game, which do not appear to be related to wine or DXVK in any way. Payday: Fix flickering reflections (#2259) Shin Megami Tensei 3: Fixed hang when entering save room (#2161) Sine Mora EX: Added 60 FPS lock (#2261) + Bug fixes and Improvements + Features + Device selection
Tobias Klausmann (tobijk)
committed
(revision 62)
Tobias Klausmann (tobijk)
committed
(revision 61)
Tobias Klausmann (tobijk)
committed
(revision 60)
------------------------------------------------------------------- - Update to version 1.9.1: * Bug fixes and Improvements Fixed a number of performance and stability issues introduced with the D3D9 locking rewrite in 1.9 (#2142, #2149, #2150, #2164, #2168). Rewrote the way staging textures are handled in D3D11. This can reduce memory usage and the number of image copies necessary to move data between the CPU and GPU, and fixes severe performance issues in Roblox on Nvidia GPUs. Removed some workarounds for very old Mesa versions (19.0 and older). Reimplemented locking primitives based on Windows SRW locks. This may be more efficient compared to the winpthreads implementation in mingw builds. Earth Defense Force 5: Work around performance issues caused by the game frequently turning vertical synchronization on and off between frames (#2127) Far Cry 1: Spoof Nvidia GPU in order to enable higher-quality water rendering. Far Cry 5 and other Dunia Engine games: Fixed various issues due to uninitialized memory (PR #2137). GTA IV: Fixed broken app profile that would break the game on Nvidia GPUs. Risen 3: Fixed crash on Nvidia GPUs (#2154). World of Final Fantasy: Forcibly disable MSAA to work around game bugs. Note that this should not impact visual quality since the game only uses MSAA for full-screen passes where it has no effect (#1216, #2136).
Tobias Klausmann (tobijk)
committed
(revision 59)
Tobias Klausmann (tobijk)
committed
(revision 58)
------------------------------------------------------------------- - Update to version 1.9: * Features Implemented basic support for various subsampled YUV texture formats such as NV12, which is used for video playback in some games, as well as basic support for ID3D11VideoProcessor APIs. This is needed for videos in Nier Replicant to play back (#2048), and may also be required for Contra: Rogue Corps (#1676). Note that Nier videos currently do not work with Proton for other reasons. Implemented Conservative Rasterization for supported GPUs, which allows enabling the Nvidia ShadowLibs option in Final Fantasy XV and possibly similar options in other games. Reduced presentation latency by up to one frame under some circumstances. This may help with games that are limited by vertical synchronization, DXGI frame latency settings, or external frame limiters that operate on vkAcquireNextImageKHR (PR #2075). Added a frame rate limiter. This is mostly intended as a workaround for games that do not work correctly at high frame rates, but can also be controlled with an environment variable. Check the README for detais. * Device selection Software-only Vulkan implementations such as Lavapipe are no longer reported to the application as long as there is a Vulkan-capable GPU present on the system. This should fix issues where games try using Lavapipe over a proper driver on some setups with recent Mesa versions and then crash due to hitting an unsupported texture format. Lavapipe can now be used with DXVK by manually setting the VK_ICD_FILENAMES environment variable. While some of DXVK's feature requirements have been lifted in order to allow it to run, note that limitations of this driver may still cause some games to crash or render incorrectly, while others
Tobias Klausmann (tobijk)
committed
(revision 57)
Tobias Klausmann (tobijk)
committed
(revision 56)
------------------------------------------------------------------- - Update to version 1.8.1: + Bug fixes and Improvements Fixed a regression that would cause a number of D3D9 games to crash when changing the resolution or during startup. Fixed a regression causing black textures in some D3D9 games (#1947) Improved performance in many D3D9 games when using MSAA on RADV. Improved presentation logic for MSAA swap chains, which are common in older D3D9 games. Mafia II: Work around shadows being broken when the game thinks it's running on an AMD GPU. Warhammer Online: Work around the game trying to use unsupported image formats. (#1296)
Tobias Klausmann (tobijk)
committed
(revision 55)
------------------------------------------------------------------- - Update to version 1.8: + Bug Fixes and Improvements Fixed some build system warnings with newer Meson versions. CPU-based Vulkan implementations such as Lavapipe will now always be enumerated last. This should avoid issues on systems without a dedicated GPU where games could potentially default to a CPU rasterizer. Optimized image layout transitions, which may improve performance on Intel GPUs in some games. D3D9: Improved performance of texture uploads and occlusion queries in some cases. D3D9: Fixed an issue where supported back buffer formats would be reported incorrectly. DXGI: Enabled multi-monitor support. This requires a relatively recent Wine version with XRandR 1.4 support to work correctly. D3D11: Fixed a number of reference counting issues that could potentially lead to stability issues (PR #1887, PR ##1888). D3D11: Improved correctness of NaN handling in shaders with VK_KHR_shader_float_controls, and removed most app workarounds setting d3d11.enableRtOutputNanFixup. Enabled d3d11.enableRtOutputNanFixup by default on older RADV versions. Enabled d3d11.invariantPosition option by default to fix common Z-fighting issues, especially on RDNA2 GPUs. Atelier Ryza 2: Added workaround for video playback breaking D3D11 rendering, like in other games of the series. Battle Engine Aquila: Fixed broken textures (PR #1759). Dark Messiah of Might & Magic: Work around out-of-memory issues on startup. Everquest: Work around performance issues. F1 2018/2020: Work around broken compute shaders causing artifacts on AMD
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