Udgivelse af DXVK 1.10 og VKD3D-Proton 2.6, implementeringer af Direct3D til Linux

Version 1.10 of the DXVK layer is now available, providing implementation of DXGI (DirectX Graphics Infrastructure), Direct3D 9, 10, and 11, working through call translation to the Vulkan API. To use DXVK, drivers supporting Vulkan API 1.1 are required, such as Mesa RADV 20.2, NVIDIA 415.22, Intel ANV 19.0, and AMDVLK. DXVK can be used to run 3D applications and games on Linux using Wine, serving as a higher-performance alternative to the built-in Wine implementations of Direct3D 9/10/11 that run on top of OpenGL.

Vigtige ændringer:

  • Redundant thread synchronization handlers used during resource loading in D3D11 and D3D9 implementations have been removed. This change has significantly improved performance in Assassin’s Creed: Origins and other games based on the AnvilNext engine, as well as having a positive impact on the performance of Elex II, God of War, and GTA IV.
  • Optimization of the use of D3D11_MAP_WRITE for resources loaded to the GPU has been carried out, resulting in improved performance for the game Quantum and potentially other applications.
  • Execution of the UpdateSubresource operation for updating small fixed buffers has been optimized. This change has positively affected the performance of God of War and possibly other games.
  • Resource and intermediate buffer loading in D3D11 has been accelerated. This change has reduced CPU load in some games.
  • The debug screen interface (HUD) has been enhanced with information useful for diagnosing performance issues, such as synchronization details.
  • The GPU synchronization code has been freed from using busy-waiting loops, which has reduced power consumption on mobile devices in some games.
  • A stub has been added for the 3D11On12CreateDevice call, which previously caused applications to crash.
  • Performance improvements have been made for the games Total War: Warhammer III, Resident Evil 0/5/6, and Resident Evil: Revelations 2.
  • Issues in games ArmA 2, Black Mesa, Age of Empires 2: Definitive Edition, Anno 1800, Final Fantasy XIV, Nier Replicant, and The Evil Within have been resolved.

Desuden har Valve udgivet VKD3D-Proton 2.6, en gren af kodebasen vkd3d, der er skabt for at forbedre understøttelsen af Direct3D 12 i Proton-spilkørselspakken. VKD3D-Proton understøtter specifikke ændringer, optimeringer og forbedringer til Proton for bedre ydeevne af Windows-spil baseret på Direct3D 12, som endnu ikke er inkluderet i den primære vkd3d-sammensætning. Blandt forskellene bemærkes også fokus på brugen af moderne Vulkan-udvidelser og funktioner i de nyeste grafikkdrivere for at opnå fuld kompatibilitet med Direct3D 12.

I den nye version:

  • Problemer i spillene Horizon Zero Dawn, Final Fantasy VII: Remake and Warframe, Guardians of the Galaxy, Elden Ring og Age of Empires: IV er blevet løst.
  • DXIL har fået forbedret den genererede shaderkode til vektorisering af indlæsnings- og gemmeoperationer.
  • Belastningen på CPU'en ved kopiering af deskriptorer er blevet reduceret.
  • D3D12-pipelinebiblioteket er blevet gen skrevet, hvor caching af SPIR-V-repræsentationen, der er genereret fra DXBC/DXIL, er implementeret. Ændringen har gjort det muligt at accelerere indlæsningen af spil som Monster Hunter: Rise, Guardians of the Galaxy og Elden Ring.
  • Shader-modellen version 6.6 er blevet fuldt implementeret, inklusive understøttelse af direkte adgang til ResourceDescriptorHeap[], 64-bit atomare operationer, metoden IsHelperLane(), derivative compute shaders, attributten WaveSize og pakkede matematiske indbyggede funktioner (Intrinsics).

Det kan desuden nævnes, at Valve har offentliggjort koden til SteamOS Devkit Service og SteamOS Devkit Client med implementeringen server af klienten, der muliggør at uploade builds af egne spil direkte fra computeren til Steam Deck-konsollen samt udføre debugging og andre tilhørende opgaver, der opstår under udviklingsprocessen.

Kilde: opennet.ru

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