Revisions of dxvk

Tobias Klausmann's avatar Tobias Klausmann (tobijk) committed (revision 34)
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- Update to version 1.5.3:
  + Bug fixes and Improvements
    Fixed a potentially critical D3D9 regression introduced in 1.5.2.
    Fixed some Vulkan validation errors in D3D9 applications
    Improved GPU-limited D3D9 performance on some drivers, e.g. in A Hat in 
    Time.
    D3D10 apps will now be recognized as such by the HUD instead of being shown
    as D3D11.
    Mafia II: Fixed shadow rendering issues (#1294)
    Skyrim: Fixed rendering issues caused by broken ENB shaders
    Torchlight: Fixed rendering issues in the menu (#1378)
Tobias Klausmann's avatar Tobias Klausmann (tobijk) committed (revision 33)
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- Update to version 1.5.2:
  + Vulkan 1.1 is now required, which means that very old drivers will no
    longer be able to run DXVK:
    - AMD / Intel: Mesa 17.3 and older
    - Nvidia: 390.xx and older
  + Additionally, the Vulkan loader installed on the system must support Vulkan 1.1.
    Note that having an incompatible driver installed, even alongside more
    recent versions, may cause Vulkan initialization failure or application
    crashes on startup. Remove any such drivers when running into issues.
    The reason for this change is that the Vulkan 1.0 fallback path was largely
    untested and did not always work correctly, removing it also allowed for a
    minor code cleanup.
  + Bug fixes and Improvements
    Implemented some missing D3D9 swap chain functionality to allow various
    applications to run, including the ATi ToyShop demo, Atelier Sophie (#1341)
    and Dynasty Warriors 7 (#1361).
    Various D3D9 bug fixes and minor performance and memory optimizations
    Added d3d9.forceSwapchainMSAA option to force MSAA on D3D9 swap chain
    images.
    Enabled d3d9.deferSurfaceCreation for a large number of D3D11 games in the
    Atelier series to fix the menu not showing up. Requires the use of both
    DXVK's D3D11 and D3D9 implementations.
    Dragon Age Origins: Fixed some Vulkan validation errors
    Entropia Universe: Added d3d11.invariantPosition option to fix Z-fighting
    issues on some graphics drivers (#1364)
    Ferentus/Herrcot/Xiones: Fixed sky rendering as well as a minimap
    regression (Joshua-Ashton/d9vk#306)
    Gothic 3: Disabled d3d9.supportDFFormats option to fix shadow rendering
Tobias Klausmann's avatar Tobias Klausmann (tobijk) committed (revision 32)
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- Update to version 1.5.1:
  + Bug Fixes and Improvements
    Overall D3D9 performance improvements
    Improved depth bias implementation in D3D9. This fixes rendering issues
    like missing shadows and decals in a lot of titles.
    Fixed a bug where some D3D9 games would crash with a divide by zero error
    on launch.
    Fixed incorrect specular rendering in many D3D9 games using Pixel Shader
    1.x
    Restored functionality of the dxvk.hud configuration option which was
    accidentally removed in 1.5. (#1279)
    Tweaked number of threads used for pipeline compilation. This was done to
    reduce the performance impact on common 6-core and 8-core CPUs while also
    allowing newer CPUs with more than 12 cores to use more threads.
    Note that this can still be customized with the dxvk.numCompilerThreads
    option.
    GTA V: Fixed a regression that would cause extremely poor performance when
    enabling Vsync in full-screen mode (#1314)
    Halo CE: Fixed shield and glass rendering in Halo and Halo CE (#1309)
    Need For Speed: Carbon: Fixed blur effect (#1295)
    Risen 2: Fixed inventory in not rendering (#1290)
    Sims 4: Fixed a crash when changing to/from fullscreen (#1304)
    Trackmania Forever: Fixed crash on startup (#1278)
    Vampire The Masquerade: Bloodlines: Fixed an issue with the game window
    being a small box when using fullscreen mode with a non-native resolution.
Tobias Klausmann's avatar Tobias Klausmann (tobijk) committed (revision 31)
Tobias Klausmann's avatar Tobias Klausmann (tobijk) committed (revision 30)
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- Update to version 1.5:
  + D9VK is now part of DXVK, which means that D3D9 games are now supported by
    default. Refer to the pull request for details and planned future work, and
    beware of frogs.
    For future bug reports, please clarify which API is used by the game in
    question.
  + Bug fixes on top of D9VK 0.40.1
    Fixed some memory and resource leaks in state blocks, deletion and device
    resetting Dark Souls: Prepare to Die Edition: Fixed a black screen issue
    that occured on some drivers
  + HUD improvements
    Improved overall appearance of the HUD and fixed an issue with some glyphs
    being placed incorrectly.
    Memory allocation statistics now show the amount of memory allocated per
    Vulkan memory heap, which allows distinguishing between video memory and
    system memory allocations.
    Fixed an issue where the draw call and queue submission statistics would be
    updated before the current frame has finished processing, leading to
    inaccurate numbers.
    Draw call and queue submission statistics are now updated every 0.5 seconds
    to make them more readable.
  + Bug fixes and Improvements
    Atelier Ryza: Enabled workaround for a black screen issue caused by the
    game's D3D9 usage when trying to play back intro videos. Requires both D3D9
    and D3D11.
    Crysis 3: All GPUs are now reported as Nvidia GPUs by default. This enables
    the game to use a fast path with considerably lower CPU overhead, but may
    cause a small performance hit on certain Nvidia GPUs in GPU-bound
Tobias Klausmann's avatar Tobias Klausmann (tobijk) committed (revision 29)
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- Update to version 1.4.6:
  + Bug fixes and Improvements
    Fixed a bug potentially causing crashes during display mode changes or when
    closing a game.
    Fixed an issue that would cause CPU-limited performance to degrade over
    time, especially in workloads involving Deferred Contexts.
    American Truck Simulator / Euro Truck Simulator 2: Fixed rendering issues
    (#1250)
    Final Fantasy XIV: Fixed radial blur not working due to a division-by-zero
    workaround.
    Warcraft III Reforged: Implemented missing DXGI features to allow the game
    to run (#1252)
Tobias Klausmann's avatar Tobias Klausmann (tobijk) committed (revision 28)
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- Update to version 1.4.5:
  + Performance
    Enabled asynchronous presentation on all GPUs, and removed the
    dxvk.asyncPresent option. Previously, this option was disabled on Nvidia
    GPUs due to sporadic GPU hangs. If you still encounter issues, please make
    sure to use a recent driver version, and also test the current Vulkan
    developer beta (435.27.07) if possible.
    Reduced the amount of thread synchronization around occlusion queries in
    order to improve multithreading efficiency.
    These changes may improve CPU-bound performance in Final Fantasy XIV and
    other games that are at least partially bottlenecked by draw call
    throughput.
  + Bug fixes and Improvements
    Fixed occational hangs on Nvidia GPUs when resizing the game window.
    Fixed possible crashes when using Wine's DXGI implementation (PR #1240).
    Re-implemented constant buffer range check for Nvidia GPUs to use storage
    buffers instead of uniform buffers in order to match D3D11 behaviour.
    Dirt Rally: Fixed GPU hang on RADV caused by uninitialized UAV counters.
    Earth Defense Force 4.1: Fixed issue with certain objects and HUD elements
    not rendering (#1242).
    Final Fantasy XV: Fixed severe performance degradation when the Geomapping
    option is enabled, caused by a game bug.
    Metal Gear Solid V: Disabled loading of OpenVR DLLs to work around a weird
    issue with all rendering being flipped vertically (#1245).
    Metro 2033: Fixed rendering issues when Depth of Field is enabled, caused
    by a game bug.
Tobias Klausmann's avatar Tobias Klausmann (tobijk) committed (revision 27)
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- Update to version 1.4.4:
  + Bug fixes and Improvements
    Fixed a bug introduced in DXVK 1.4.3 where invalid state cache entries
    would be generated in some cases, leading to invalid Vulkan API usage. Any
    broken entries will be removed from the cache automatically.
    Fixed Vulkan validation errors with geometry shaders not declaring an
    invocation count.
    Fixed potential read-after-write hazards involving vertex and index buffers.
    Minor optimizations for Stream Output and Append/Consume buffers (used e.g.
    by Unity Engine).
    Reduced memory footprint of small, frequently-updated buffers.
    Removed useless d3d10.enable configuration option.
    Skyrim SE: Worked around multiple ENB bugs to fix crashes (#865)
    Saints Row 3/4 and Titan Quest: Added workaround for flickering issues on
    Nvidia (PR #1233)
Tobias Klausmann's avatar Tobias Klausmann (tobijk) committed (revision 26)
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- Update to version 1.4.3:
  + Bug fixes and Improvements
    Implemented a new state cache file format which will lead to significantly
    smaller files. State caches from previous DXVK versions will be converted
    automatically.
    Further reduced CPU overhead, particularly in games with a large number of
    different shaders.
    Fixed incorrect barriers in case graphics shaders write to UAVs.
    Fixed incorrect MSAA sample positions being reported to shaders.
    Fixed some MSVC compiler warnings (#1218).
Tobias Klausmann's avatar Tobias Klausmann (tobijk) committed (revision 25)
Tobias Klausmann's avatar Tobias Klausmann (tobijk) committed (revision 24)
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- Update to version 1.4.2:
  + Bug fixes and Improvements
    Minor reduction of CPU overhead
    Fixed a minor performance regression introduced in 1.4.1 in GPU-bound 
    scenarios.
    Fixed a case of incorrect NaN behaviour in shaders.
    Fixed various minor DXGI issues to improve pass rate in wine tests.
    Call of Duty: Modern Warfare Remastered: Report all GPUs as Nvidia to work 
    around game crashes.
Tobias Klausmann's avatar Tobias Klausmann (tobijk) committed (revision 23)
Tobias Klausmann's avatar Tobias Klausmann (tobijk) committed (revision 22)
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- Update to version 1.4.1:
  + Bug fixes and Improvements
    Fixed some potential crashes in D3D10 code.
    Fixed incorrect handling of UNDEFINED primitive topology.
    Device loss errors will now be forwarded to the application so that it can
    react accordingly.
    Batman: Arkham City: Fixed a regression causing the game to crash.
    Hitman 2: Reporting all GPUs as Nvidia GPUs to work around issues with the
    AMDAGS library introduced with a recent game update.
    Ni no Kuni Remastered: Implemented missing shader instructions to fix
    crashes and rendering issues.
Tobias Klausmann's avatar Tobias Klausmann (tobijk) committed (revision 21)
  + D3D11 runtime interface
    D3D11 interfaces were updated to D3D11.4, which is the latest version
    available in Windows 10 (1903). This introduces a number of new API
    features, some which are supported by DXVK if the underlying Vulkan driver
    supports the corresponding features.
    The following features are optional and are currently not supported:
      - D3D11.2: Tiled Resources
      - D3D11.3: Conservative Rasterization
      - D3D11.3: Rasterizer Ordered Views
    These features may be implemented in the future in case any games make use
    of them.
    This change fixes a crash in Plants vs Zombies - Battle for Neighborville,
    which requires at least a D3D11.3 runtime.
  + DXGI runtime interface
    To match the D3D11.4 update, DXGI interfaces were updated to DXGI 1.5.
    supported.
    Support for GDI interop with DXGI surfaces was added to fix an issue with
    the Rockstar Game Launcher. Note that the launcher itself also requires
    fixes to Wine's Direct2D implementation, see #1196.
  + Resource mapping improvements
    synchronization now behaves more like it would on a native D3D11 driver.
  + Bug Fixes and Improvements
    Contexts, such as Dark Souls III and Sekiro: Shadows Die Twice.
    slightly.
Tobias Klausmann's avatar Tobias Klausmann (tobijk) committed (revision 20)
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- Update to version 1.4:
  + D3D11 runtime interface


    D3D11 interfaces were updated to D3D11.4, which is the latest version

    available in Windows 10 (1903). This introduces a number of new API

    features, some which are supported by DXVK if the underlying Vulkan driver

    supports the corresponding features.


    The following features are optional and are currently not supported:

      - D3D11.2: Tiled Resources

      - D3D11.3: Conservative Rasterization

      - D3D11.3: Rasterizer Ordered Views


    These features may be implemented in the future in case any games make use

    of them.


    This change fixes a crash in Plants vs Zombies - Battle for Neighborville,
Tobias Klausmann's avatar Tobias Klausmann (tobijk) committed (revision 19)
- Update to version 1.3.4:
  + Added workaround for failing winelib builds with wine 4.15 (#1179)
  + Fixed a potential memory leak in games using Direct2D (issue found by @jp7677)
  + Control: Enabled d3d11.allowMapFlagNoWait option to improve GPU utilization.
  + Quantum Break: Fixed performance issue affecting Nvidia and older AMD drivers.
Tobias Klausmann's avatar Tobias Klausmann (tobijk) committed (revision 18)
- Update to version 1.3.3:
  For changes since 1.2.1, see https://github.com/doitsujin/dxvk/releases
Tobias Klausmann's avatar Tobias Klausmann (tobijk) committed (revision 17)
Tobias Klausmann's avatar Tobias Klausmann (tobijk) committed (revision 16)
Tobias Klausmann's avatar Tobias Klausmann (tobijk) committed (revision 15)
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