New versions of DXVK 2.3.1 and vkd3d-proton 2.12 featuring Direct3D over Vulkan API

The release of the DXVK 2.3.1 layer is available, providing an implementation of DXGI (DirectX Graphics Infrastructure), Direct3D 9, 10, and 11, working through call translation to the Vulkan API. To use DXVK, drivers supporting API Vulkan 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 using Wine, serving as a higher performance alternative to built-in Wine implementations of Direct3D 9/10/11 that operate on OpenGL.

Key Changes:

  • With the presence of Vulkan extension VK_NV_raw_access_chains in the system, its use has been ensured to enhance shader code generation efficiency on NVIDIA GPUs, bringing the performance of some games using D3D11 closer to that with Windows drivers. A minimum of NVIDIA 550.40.55 drivers and the installation of Proton Experimental versions are required.
  • For D3D9-based games, the system buffer copying method to the GPU has been revamped, increasing performance in games such as Shank 2, Flammable Freddy, and Blood Rayne.
  • Issues manifesting in games have been addressed:
    • Ace Combat Assault Horizon
    • Assassin’s Creed 2
    • Battlefield 2
    • Battlefield 2142
    • Battlestations Midway
    • Blood Rayne
    • Codename Panzers Phase One/Two
    • Dead Space (2008)
    • Flammable Freddy
    • Flatout 3
    • Granblue Fantasy Relink
    • Gujian 2
    • Kenshi
    • MySims
    • Operation Flashpoint: Red River
    • Shank 2
    • SkyDrift
    • Sonic CD
    • Supreme Ruler Ultimate
    • Tales from the Borderlands
    • The Settlers
    • Total War: Medieval 2
    • UK Train Simulator 1
    • War Thunder

Furthermore, Valve has released VKD3D-Proton 2.12, a branch from the vkd3d codebase created to enhance Direct3D 12 support in the Proton game launch package. VKD3D-Proton supports Proton-specific changes, optimizations, and enhancements for better operation of Windows games based on Direct3D 12, which have not yet been included in the main vkd3d repository. Differences also include a focus on using modern Vulkan extensions and the capabilities of fresh graphics driver releases to achieve full compatibility with Direct3D 12.

Among the changes in the new version:

  • Support for NVIDIA Reflex has been added, using the Vulkan extension VK_NV_low_latency2.
  • The API D3D12 Render Pass has been implemented.
  • A stub for the ID3D12DeviceRemovedExtendedDataSettings interface has been added to address issues with some games.
  • Support for the Vulkan extension VK_EXT_device_fault has been added to provide information on failures.
  • On systems with Mesa and NVIDIA drivers, support for the Vulkan extension VK_EXT_swapchain_maintenance1 has been implemented for seamless switching between V-Sync and Tearing modes.
  • By default, support for Shader Model 6.7 is declared when extensions VK_KHR_shader_maximal_reconvergence and VK_KHR_shader_quad_control are available.
  • An optimized descriptor copy handler has been added for Intel Arc GPUs with support for the VK_EXT_descriptor_buffer extension.
  • The ability to revert to using compute shaders on systems with NVIDIA Pascal and older GPUs is ensured, allowing the use of Shader Model 6.7 on NVIDIA Pascal GPU systems.
  • Support for profiling mode VKD3D_QUEUE_PROFILE has been added.
  • Support for the Vulkan extension VK_NV_raw_access_chains has been added, significantly improving performance in some games on NVIDIA GPU systems.
  • Issues with the following games have been resolved:
    • Games on the Unreal Engine 5
    • Atlas Fallen
    • Persona 3 Reload
    • Resident Evil 4
    • UE5 Lyra
    • Warhammer: Darktide
    • World of Warcraft

Source: opennet.ru

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