Release of DXVK 2.0, providing Direct3D 9/10/11 implementation over the Vulkan API

The release of DXVK 2.0 is now available, offering an implementation of DXGI (DirectX Graphics Infrastructure), Direct3D 9, 10, and 11 that works through call translation to the Vulkan API. To use DXVK, drivers supporting Vulkan API 1.3 are required, such as Mesa RADV 22.0, NVIDIA 510.47.03, Intel ANV 22.0, and AMDVLK. DXVK can be used to run 3D applications and games on Linux with Wine, serving as a higher-performance alternative to the built-in Wine implementations of Direct3D 9/10/11 that run on top of OpenGL.

Key Changes:

  • The requirements for the Vulkan graphics API version have been increased — now a driver with Vulkan 1.3 support is required (previously Vulkan 1.1 was necessary), which has enabled support for new features related to shader compilation. In practice, DXVK 2.0 can be run on any system that supports using the Proton Experimental package to run games based on D3D11 and D3D12. For winevulkan to work, at least Wine 7.1 is required.
  • The accepted code from the dxvk-native project allows the creation of native DXVK builds for Linux (not tied to Wine), which can be used not only for running Windows applications but also in regular Linux applications, which can be beneficial for creating game ports for Linux without altering the D3D-based rendering code.
  • Support for Direct3D 9 has been expanded, including improved memory management (using reflected files in memory for storing texture copies), the implementation of correct reading from active rendering areas (solving issues with artifacts while playing GTA IV), and a redesigned implementation for transparency checking.
  • For Direct3D 10, the delivery of the d3d10.dll and d3d10_1.dll libraries has been discontinued, as they were not installed by default due to the presence of a more advanced D3D10 implementation in Wine. However, support for the D3D10 API continues in the d3d10core.dll library.
  • Support for Direct3D 11 has been brought up to the functionality level of 12_1 (D3D11 Feature Level), achieving which has involved implementing features such as tiled resources (Tiled Resources), conservative rasterization (Conservative Rasterization), and rasterizer ordered views (Rasterizer Ordered Views).
  • The implementation of the ID3D11DeviceContext interface has been revised and brought closer to its Windows behavior, representing the device context that generates rendering commands. This overhaul has improved compatibility with third-party libraries and reduced CPU load. Specifically, the CPU load has decreased in games that heavily utilize deferred contexts (e.g., Assassin’s Creed: Origins) or frequently call the ClearState operation (e.g., God of War).
  • Changes related to shader compilation have been made. With Vulkan drivers that support the VK_EXT_graphics_pipeline_library extension, shader compilation for Vulkan has been implemented during the loading of D3D shaders by games, rather than during rendering, resolving issues with stuttering caused by shader compilation during gameplay. The required extension is currently only supported in proprietary NVIDIA drivers starting from version 520.56.06.
  • The Vulkan memory model has been implemented in D3D11 shaders.
  • The limitation on the number of resources that can be bound at one time has been removed.
  • Issues manifesting in games have been addressed:
    • Alan Wake
    • Alice Madness Returns
    • Anomaly: Warzone Earth
    • Beyond Good and Evil
    • Dragon Age Origins
    • Empire: Total War
    • Final Fantasy XV
    • Grand Theft Auto IV
    • Heroes Of Annihilated Empires
    • Limit King Of Fighters XIII
    • Metal Gear Solid V: Ground Zeroes
    • SiN Episodes: Emergence
    • Sonic Generations
    • Spider Man
    • The Ship
    • Warhammer Online
    • Ys Seven

Source: opennet.ru

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