{"id":105517,"date":"2022-11-10T21:36:38","date_gmt":"2022-11-10T19:36:38","guid":{"rendered":"https:\/\/prohoster.info\/blog\/novosti-interneta\/vypusk-dxvk-2-0-realizaczii-direct3d-9-10-11-poverh-api-vulkan"},"modified":"2022-11-10T21:36:38","modified_gmt":"2022-11-10T19:36:38","slug":"vypusk-dxvk-2-0-realizaczii-direct3d-9-10-11-poverh-api-vulkan","status":"publish","type":"post","link":"https:\/\/prohoster.info\/da\/blog\/news\/vypusk-dxvk-2-0-realizaczii-direct3d-9-10-11-poverh-api-vulkan","title":{"rendered":"Udgivelsen af DXVK 2.0, implementeringen af Direct3D 9\/10\/11 ovenp\u00e5 Vulkan API","gt_translate_keys":[{"key":"rendered","format":"text"}]},"content":{"rendered":"<p>Version 2.0 af DXVK-layer er tilg\u00e6ngelig, der giver en implementering af DXGI (DirectX Graphics Infrastructure), Direct3D 9, 10 og 11, der fungerer gennem opkaldstransformationer til Vulkan API. For at bruge DXVK kr\u00e6ves det, at der findes drivere, der underst\u00f8tter Vulkan API 1.3, s\u00e5som Mesa RADV 22.0, NVIDIA 510.47.03, Intel ANV 22.0 og AMDVLK. DXVK kan bruges til at k\u00f8re 3D-applikationer og spil p\u00e5 Linux ved hj\u00e6lp af Wine, idet det fungerer som et mere h\u00f8jtydende alternativ til indbyggede Wine-implementeringer af Direct3D 9\/10\/11, der k\u00f8rer ovenp\u00e5 OpenGL.        <\/p>\n<p>Vigtige \u00e6ndringer:  <\/p>\n<ul>\n<li class=\"l\"> Kravene til versionen af grafisk API Vulkan er blevet forh\u00f8jet - nu kr\u00e6ves en driver, der underst\u00f8tter Vulkan 1.3 (tidligere var Vulkan 1.1 n\u00f8dvendigt), hvilket har gjort det muligt at implementere support for nye funktioner relateret til kompilering af shaders. I praksis kan DXVK 2.0 k\u00f8res p\u00e5 ethvert system, der underst\u00f8tter brugen af Proton Experimental-pakken til at k\u00f8re spil baseret p\u00e5 D3D11 og D3D12. For at k\u00f8re winevulkan kr\u00e6ves der mindst Wine 7.1.\n<li class=\"l\"> Koden for projektet dxvk-native er blevet accepteret, hvilket giver mulighed for at oprette native builds af DXVK til Linux (uafh\u00e6ngige af Wine), som kan bruges ikke kun til at k\u00f8re Windows-applikationer, men ogs\u00e5 i almindelige Linux-applikationer, hvilket kan v\u00e6re nyttigt til at skabe spil-porte til Linux uden at \u00e6ndre rendering-koden baseret p\u00e5 D3D.\n<li class=\"l\"> St\u00f8tten til Direct3D 9 er blevet udvidet, herunder forbedret hukommelsesstyring (reflekterede filer i hukommelsen anvendes til at gemme teksturkofter), korrekt l\u00e6sning fra aktive renderingomr\u00e5der er blevet implementeret (l\u00f8ser problemer med artefakter ved spil i GTA IV) og implementeringen af gennemsigtighedstjekket er blevet redesignet.\n<li class=\"l\"> Leveringen af bibliotekerne d3d10.dll og d3d10_1.dll er blevet stoppet for Direct3D 10, som ikke blev installeret som standard p\u00e5 grund af tilstedev\u00e6relsen af en mere avanceret implementering af D3D10 i Wine. Samtidig forts\u00e6tter underst\u00f8ttelsen af D3D10 API i biblioteket d3d10core.dll.\n<li class=\"l\"> St\u00f8tten til Direct3D 11 er blevet opgraderet til funktionalitetsniveauet 12_1 (D3D11 Feature Level), hvilket er opn\u00e5et ved at implementere funktioner som flise-ressourcer (Tiled Resources), konservativ rasterisering (Conservative Rasterization) og ordnet rendering i rasteriseringsenheden (Rasterizer Ordered Views).\n<li class=\"l\"> Implementeringen af ID3D11DeviceContext-interfacet, der repr\u00e6senterer en enhedskontekst, der genererer tegnekommandoer, er blevet revideret og tilpasset til at fungere mere som Windows. Denne omskrivning har forbedret kompatibiliteten med tredjeparts biblioteker og reduceret belastningen p\u00e5 CPU'en. Is\u00e6r er belastningen p\u00e5 CPU'en i spil, der aktivt anvender forsinkede kontekster (f.eks. spillet Assassin's Creed: Origins) eller ofte kalder ClearState-operationen (f.eks. spillet God of War), blevet reduceret.\n<li class=\"l\"> \u00c6ndringer relateret til kompilering af shaders er blevet foretaget. N\u00e5r der er Vulkan-drivere med st\u00f8tte for udvidelsen VK_EXT_graphics_pipeline_library, er Vulkan-shaders nu kompileret under indl\u00e6sningen af D3D-shaders af spillene i stedet for under rendering, hvilket har l\u00f8st problemer med h\u00e6ngninger for\u00e5rsaget af shader-kompilering under spil. Den kr\u00e6vede udvidelse underst\u00f8ttes i \u00f8jeblikket kun i propriet\u00e6re NVIDIA-drivere, der begynder med version 520.56.06.\n<li class=\"l\"> Vulkan-hukommelsesmodellen er anvendt i D3D11-shaders.\n<li class=\"l\"> Der er fjernet en begr\u00e6nsning for antallet af ressourcer, der kan bindes ad gangen.\n<li class=\"l\"> Problemer er l\u00f8st, hvilket manifesterer sig i spil:\n<ul>\n<li> Alan Wake\n<li> Alice Madness Returns\n<li> Anomaly: Warzone Earth\n<li> Beyond Good and Evil\n<li> Dragon Age Origins\n<li> Empire: Total War\n<li> Final Fantasy XV\n<li> Grand Theft Auto IV\n<li> Heroes Of Annihilated Empires\n<li> Limit King Of Fighters XIII\n<li> Metal Gear Solid V: Ground Zeroes\n<li> SiN Episodes: Emergence\n<li> Sonic Generations\n<li> Spider Man\n<li> The Ship\n<li> Warhammer Online\n<li> Ys Seven  <\/ul>\n<\/ul>\n<p>Kilde: <a content=\"nofollow\" rel=\"nofollow\" href=\"https:\/\/www.opennet.ru\/opennews\/art.shtml?num=58087\">opennet.ru<\/a> <\/p>","protected":false,"gt_translate_keys":[{"key":"rendered","format":"html"}]},"excerpt":{"rendered":"<p>\u0414\u043e\u0441\u0442\u0443\u043f\u0435\u043d \u0432\u044b\u043f\u0443\u0441\u043a \u043f\u0440\u043e\u0441\u043b\u043e\u0439\u043a\u0438 DXVK 2.0, \u043f\u0440\u0435\u0434\u043e\u0441\u0442\u0430\u0432\u043b\u044f\u044e\u0449\u0435\u0439 \u0440\u0435\u0430\u043b\u0438\u0437\u0430\u0446\u0438\u044e DXGI (DirectX Graphics Infrastructure), Direct3D 9, 10 \u0438 11, \u0440\u0430\u0431\u043e\u0442\u0430\u044e\u0449\u0443\u044e \u0447\u0435\u0440\u0435\u0437 \u0442\u0440\u0430\u043d\u0441\u043b\u044f\u0446\u0438\u044e \u0432\u044b\u0437\u043e\u0432\u043e\u0432 \u0432 API Vulkan. \u0414\u043b\u044f \u0438\u0441\u043f\u043e\u043b\u044c\u0437\u043e\u0432\u0430\u043d\u0438\u044f DXVK \u0442\u0440\u0435\u0431\u0443\u0435\u0442\u0441\u044f \u043d\u0430\u043b\u0438\u0447\u0438\u0435 \u0434\u0440\u0430\u0439\u0432\u0435\u0440\u043e\u0432 \u0441 \u043f\u043e\u0434\u0434\u0435\u0440\u0436\u043a\u043e\u0439 API Vulkan 1.3, \u0442\u0430\u043a\u0438\u0445 \u043a\u0430\u043a Mesa RADV 22.0, NVIDIA 510.47.03, Intel ANV 22.0 \u0438 AMDVLK. DXVK \u043c\u043e\u0436\u0435\u0442 \u043f\u0440\u0438\u043c\u0435\u043d\u044f\u0442\u044c\u0441\u044f \u0434\u043b\u044f \u0437\u0430\u043f\u0443\u0441\u043a\u0430 3D-\u043f\u0440\u0438\u043b\u043e\u0436\u0435\u043d\u0438\u0439 \u0438 \u0438\u0433\u0440 \u0432 [&hellip;]<\/p>\n","protected":false,"gt_translate_keys":[{"key":"rendered","format":"html"}]},"author":1,"featured_media":0,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[702],"tags":[],"class_list":["post-105517","post","type-post","status-publish","format-standard","hentry","category-news"],"aioseo_notices":[],"aioseo_head":"\n\t\t<!-- All in One SEO 5.0.3 - aioseo.com -->\n\t<meta name=\"description\" content=\"\u0414\u043e\u0441\u0442\u0443\u043f\u0435\u043d \u0432\u044b\u043f\u0443\u0441\u043a \u043f\u0440\u043e\u0441\u043b\u043e\u0439\u043a\u0438 DXVK 2.0, 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