Revisions of dxvk
Tobias Klausmann (tobijk)
committed
(revision 34)
------------------------------------------------------------------- - 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 (tobijk)
committed
(revision 33)
------------------------------------------------------------------- - 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 (tobijk)
committed
(revision 32)
------------------------------------------------------------------- - 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 (tobijk)
committed
(revision 31)
Tobias Klausmann (tobijk)
committed
(revision 30)
------------------------------------------------------------------- - 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 (tobijk)
committed
(revision 29)
------------------------------------------------------------------- - 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 (tobijk)
committed
(revision 28)
------------------------------------------------------------------- - 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 (tobijk)
committed
(revision 27)
------------------------------------------------------------------- - 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 (tobijk)
committed
(revision 26)
------------------------------------------------------------------- - 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 (tobijk)
committed
(revision 25)
Tobias Klausmann (tobijk)
committed
(revision 24)
------------------------------------------------------------------- - 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 (tobijk)
committed
(revision 23)
Tobias Klausmann (tobijk)
committed
(revision 22)
------------------------------------------------------------------- - 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 (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 (tobijk)
committed
(revision 20)
------------------------------------------------------------------- - 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 (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 (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 (tobijk)
committed
(revision 17)
Tobias Klausmann (tobijk)
committed
(revision 16)
Tobias Klausmann (tobijk)
committed
(revision 15)
Displaying revisions 41 - 60 of 74